I N THIS ISSUE CONTENTS. ARTICLE COLORS Each article is color-coded to help you find your favorite sections.

Size: px
Start display at page:

Download "I N THIS ISSUE CONTENTS. ARTICLE COLORS Each article is color-coded to help you find your favorite sections."

Transcription

1 Stock #

2 CONTENTS FROM THE EDITOR....3 PSYCHIC SWORDS AGAINST ELDER EVIL....4 by Sean Punch HIDDEN KNOWLEDGE by Christopher R. Rice EIDETIC MEMORY: LIVING ROOMS by David L. Pulver THE MAGIC TOUCH by Matt Riggsby DIRE AND TERRIBLE MONSTERS by Douglas H. Cole and Peter V. Dell Orto RANDOM THOUGHT TABLE: COMPLICATIONS MADE SIMPLE by Steven Marsh, Pyramid Editor ODDS AND ENDS featuring Murphy s Rules ABOUT GURPS ARTICLE COLORS Each article is color-coded to help you find your favorite sections. Pale Blue: In This Issue Brown: In Every Issue (humor, editorial, etc.) Green: Columnist Dark Blue: GURPS Features Purple: Systemless Features COVER ART Abrar Ajmal INTERIOR ART Greg Hyland I N THIS ISSUE The stars have aligned and the auguries are clear: The time to return to the dungeon has arrived. This month s Pyramid journeys to crypt-clearing realms, with a focus on GURPS Dungeon Fantasy. If using psionic abilities brings out Things, then what can you do to stop them? Take up your Psychic Swords Against Elder Evil! This featured add-on to GURPS Dungeon Fantasy 14: Psi by mental master Sean Punch offers a new template, two Higher Purpose variations, two psi abilities, power-ups, and a handful of creatures to defeat (complete with GURPS stats). New spells are exciting. New secret spells are awesome. Frequent Pyramid sage Christopher R. Rice reveals Hidden Knowledge to GURPS Dungeon Fantasy spellcasters. Learn how to turn an ordinary spell into something worth questing after, including examples and a name generator. You ll also find out how to access alternate magic systems and to copy spells into manuals. Don t settle for stone and earth; put a Living Room in your next dungeon and make the heroes really squirm! In this month s Eidetic Memory, David L. Pulver author of GURPS Banestorm: Abydos explains the features, origins, and uses of areas made of oversized flesh and bone. You ll also get GURPS stats for a potentially deadly resident. Low encumbrance and empty-handed attacks are key to martial artists combat prowess, so they eschew most physical rewards. But Matt Riggsby author of GURPS Fantasy-Tech 1: The Edge of Reality has The Magic Touch. Discover 11 magical items that could be just the kind of treasure that a bare-fisted fighter would want. Surprise adventurers with extreme versions of their favorite cuddly animals. Douglas H. Cole (of GURPS Martial Arts: Technical Grappling fame) and Peter V. Dell Orto (co-conjurer of GURPS Dungeon Fantasy Monsters 1) team up to bring you two new monstrous prefixes that will help you create Dire and Terrible Monsters. As a bonus, you ll get tips for using them in other genres, plus a half-dozen deadly examples with GURPS stats including the Terrible Dire Bunny! This month s Random Thought Table makes it easy to add complications to your Dungeon Fantasy campaigns (including existing ones!). Odds and Ends welcomes the triumphant heroes home with a Murphy s Rules that will put your priorities in order, plus some tips for giving heroes more information than the players. Whether you re a hero or hellbeast, martial artist or mentalist, conjurer or critter, you re sure to find amazing new loot in this month s Pyramid. Heed the call to adventure, and turn the page! Editor-in-Chief STEVE JACKSON GURPS Line Editor SEAN PUNCH Assistant GURPS Line Editor JASON PK LEVINE GURPS Project Manager STEVEN MARSH Production Artist & Prepress Checker NIKOLA VRTIS Page Design PHIL REED & JUSTIN DE WITT Chief Executive Officer PHILIP REED Chief Operating Officer SAMUEL MITSCHKE Managing Editor MIRANDA HORNER Director of Sales ROSS JEPSON PYRAMID MAGAZINE 2 FEBRUARY 2015

3 FROM THE EDITOR CUTTING-EDGE OLD-SCHOOL ADVENTURE Some bits of trivia about the adventure gaming hobby (as it relates to dungeon fantasy): When the first RPGs were being developed, 10-sided dice weren t assumed. Nor, for that matter, were 20-siders that were actually numbered 1-20; 0-9 (twice) was common, with owners expected to color their dice with crayons to indicate whether the digit should have +10 added. (The original Dungeon Masters Guide goes to some lengths to describe how to generate various results we take for granted nowadays.) Early gamers spent a fair bit of time trying to ensure that their dice were fair, with various articles and techniques used to determine their randomization prowess. (This was reasonable, since early hobby dice were made of the Worst Plastic Ever.) The grandfather of computer dungeon-crawl gaming Colossal Cave Adventure was less than 138,000 bytes. An early hack-and-slash computer game Rogue (from 1980) used a source code of less than 366,000 bytes to generate its endless worlds. In comparison, the shareware dungeon-crawl adventure Avadon 2 has a system icon that s 525,480 bytes. (The game itself is meg.) What s the point of this trip down memory lane? Only to briefly show how much the world has evolved while the core of dungeon-fantasy gaming has stayed the same. For those who have been part of the gaming hobby for a while, think of how much has changed since you started: downloadable character sheets, randomizing dice programs, online gaming, random-access digital music. The magazine you re reading now would have been impossible in 1980, as would the device you re using to read it (or the printing method you used to output it). Now realize how much has stayed the same: The initial rumor that sends you to a dungeon. The first attack reminding your heroes that this is life and death. The terror of a new monster. The thrill of an unknown magic item. We re living in magical times, and we use new and ever-evolving magic to transport ourselves to realms of imagination whose magic remains as timeless as when they were first envisioned last millennium. Additional Material: Steve Jackson, S. John Ross, Sean Punch, and Daniel U. Thibault Pyramid, GURPS, Warehouse 23, the all-seeing pyramid, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. Pyramid is copyright 2015 by Steve Jackson Games Incorporated. All rights reserved. Submission of your photos, letters, humor, captions, and marginalia constitutes permission to Steve Jackson Games Incorporated to use them in all media. All such submissions become the property of Steve Jackson Games Incorporated and will not be returned. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the authors rights is appreciated. PYRAMID MAGAZINE 3 FEBRUARY 2015

4 Purchased damage can never exceed that of the attack form (impaling or cutting) replaced, but it can always be lower. Pyrokinetic Blade: The Psychic Sword s swing can optionally deal burning damage instead of cutting damage. Declare this before attacking. Advantages: Burning Attack (Affects Insubstantial, +20%; Melee Attack, Reach C, 1, -20%; Psionic Swordsmanship, -5%; Variable, +5%) [5/die]. Neurokinetic Blade: The Psychic Sword s thrust can optionally deal fatigue damage vs. full DR instead of impaling damage against half DR. Declare this before attacking. Advantages: Fatigue Attack (Affects Insubstantial, +20%; Melee Attack, Reach C, 1, -20%; Psionic Swordsmanship, -5%; Variable, +5%) [10/die]. Psychic Shield Variable Prerequisites: Unusual Background (Psionic) and Psychic Sword (any level). You can project a disc of psionic force that can block anything that a material buckler could block. This can also deliver a shield bash (though not a shield rush) at Reach 1; all mundane defenses work normally against this. Otherwise, treat it as a Psychic Sword that inflicts Will-based thrust crushing damage, uses the Shield (Force) skill at no penalty for the off hand, and enables a block instead of a parry. Thus, if you have Shield (Force)-16 and Psi Talent 2, you bash at skill 18 and have a Block of 12 before other modifiers. Psychic Shield cannot be an alternative ability (Psi, p. 5). It can always coexist with the prerequisite Psychic Sword it isn t a replacement in the sense of Pyrokinetic Blade or Neurokinetic Blade. Like Psychic Sword, it can t be an alternative to other Psionics abilities, either. The main benefits of a Psychic Shield are a crushing attack that affects intangible foes and the convenience of an unbreakable shield that you cannot drop. It doesn t grant any Defense Bonus, though! In rules terms: Advantages: Crushing Attack (Affects Insubstantial, +20%; Can Block, +5%*; Melee Attack, Reach 1, -25%; Psionic Swordsmanship, -5%; Variable, +5%) [5/die]. * Melee Attack normally allows a parry. Can Block changes this to a block, which is more useful against missiles (though it can t stop attacks that explicitly require a parry). Additional Shield Modes Like Psychic Sword, Psychic Shield can have extra options, which increase its point cost. Psychic Shove: Double your bash s damage roll for knockback purposes only. For instance, if you roll 6 points of damage, treat it normally for wounding but as 12 points to assess knockback. This capability adds Double Knockback, +20%, for +1 point/die (round up). Ringing Blow: A bash with the Psychic Shield disorients the victim! If any damage penetrates DR, the target must make a HT roll at -1 per full two points of penetrating damage or be physically stunned (roll vs. HT every second to recover). This adds Side Effect, Stunning, +50%, for +2.5 points/die (round up). Psychic Shield Table Will: Minimum Will required to buy this level of damage. Damage: Damage output of Psychic Shield. Basic: Point cost for the basic Psychic Shield. Shove: Point cost to add Psychic Shove to Psychic Shield. Ringing: Point cost to add Ringing Blow to Psychic Shield. All: Point cost to add Psychic Shove and Ringing Blow to Psychic Shield. Will Damage Point Cost Basic Shove Ringing All 16 1d+1 cr d+2 cr d-1 cr d cr d+1 cr d+2 cr The moment he appeared on a street, he wrapped a Black sight shield, a psychic shield, and protective shield around himself. Anne Bishop, Queen of the Darkness THINGS TO SLAY As their job title suggests, psychic slayers live to defeat monsters. At the top of the list are Elder Things; e.g., astral hounds (Psi, p. 42), Demons from Between the Stars (GURPS Dungeon Fantasy Monsters 1, p. 9), eyes of death (Monsters 1, p. 14), flying squid monsters (Psi, p. 43), mindwarpers (GURPS Dungeon Fantasy 2: Dungeons, p. 25), spheres of madness (Monsters 1, p. 28), and watchers at the edge of time (Monsters 1, p. 34). Other choice targets are largely or entirely immaterial entities that torment mortals with near-impunity, notably Astral Things (Psi, p. 42), ghosts (GURPS Dungeon Fantasy 9: Summoners, pp ), neuroids (Psi, p. 44), odifiers (Psi, p. 44), and the worst kinds of void elementals (Summoners, p. 30). Finally, there are entirely material threats that wield psionic capabilities, like aloakasa as-sharak (Psi, p. 41), horrid skulls (Monsters 1, p. 19), evil mentalists, and fellow slayers gone bad. But countless other horrors await... PYRAMID MAGAZINE 8 FEBRUARY 2015

5 Quick: The spell is faster than normal. Reduce the casting time by half. If taken twice, a double quick spell quarters the base casting time. Casting time is always at least one second. Rules-Breaker: The spell breaks some of the rules of its normal counterpart. The GM will have to be careful about what he allows this to do. For example, permitting a spell to exceed a listed limit (an Accuracy spell that offers bonuses higher than +3) or simply be better in some small way (a Recover Energy spell that gives the bonuses for skill 15 at skill 10) is probably balanced. Unique Effect: The spell has another effect. Perhaps it adds a modifier or creates the effects of a closely related spell. This also increases the energy cost by 1 or 10% (whichever is greater) per +10% of modifiers added. Treat an added spell that is closely related as a +50% enhancement, or add 80% of its cost to the spell, whichever is higher. This is also used when an added effect doesn t fit anywhere else (see the Dwarvish Reinforcement spell, below). Treat this as +50% for most effects, but some particularly powerful effects might be +100% or more. GETTING SECRET SPELLS The following new power-up is available to casters who want secret spells. Secret Spell 1 or 5 points You have a spell that is not common knowledge! Describe how you gained access to it. Perhaps you are a part of a guild or secret brotherhood, or you earned the trust of an entire magical race that disclosed to you one of their secrets. For a PC starting out with this ability, the player may offer input for what he wants the spell to do, but the GM designs the specifics. The GM may allow a version of this power-up for advanced secret spells (see p. 12). Perk level: Secret Spell (Specific spell). 1 point. Advantage level: Unusual Background (Specific advanced secret spell). 5 points. There are no secrets except the secrets that keep themselves. George Bernard Shaw EXAMPLE SECRET SPELLS The following new spells have been modified from those found in the Basic Set or Magic using the above rules. All of these spells require Secret Spell (above) or a Tome of Power (p. 17) that contains the spell. Archmagi s Recuperation (VH) Special Your ability to recover Fatigue Points is amazing. This spell is similar to Recover Energy (Magic, p. 89), but allows a mage to regain 1 FP per 2 minutes if he knows it at 15 or higher. A mage that knows this spell at 20 or higher recovers 1 FP per minute, and one who knows it at 25 or higher recovers 1 FP per second. Cost: None. Prerequisites: IQ 14+, Magery 4, Lend Energy, and Secret Spell (Archmagi s Recuperation). Item As per the Recover Energy spell (Magic, p. 89). Designer s Notes: This spell was built using Recover Energy with two optional drawbacks. These increase the prerequisites from Magery 1 to Magery 4 and require an IQ of 14 or higher. It allows the recovery of FP as fast as Recover Energy (albeit at lower skill levels) and adds a higher tier of recovery. These are both Rules-Breaker Effects that cost two option slots each. Balor s Eye Fire (VH) Regular Similar to the Breathe Fire spell (Magic, p. 76) except that the spell treats the flammability class (Making Things Burn, p. B433) of the subject as two steps higher than it actually is and the attack emanates from the user s eyes instead of his mouth. Duration: 1 second. Cost: 8 per 1d+1 of burning damage (up to 4d+4). Cannot be maintained. Time to cast: 2 seconds Prerequisites: Magery 1, Flame Jet, Resist Fire, and either Secret Spell (Balor s Eye Fire) or Tome of Power (Balor s Treatise, p. 18). Item As per the Breathe Fire spell. Designer s Notes: This spell was built using Breathe Fire and adding the following enhancements: Cosmic, Higher Incendiary Level (+50%), and Incendiary 2 (+20%). Changing the point of emanation from the mouth to the eyes is a +0% effect. Dwarvish Reinforcement (VH) Enchantment As per the Fortify spell (Magic, p. 66), but any enchanted armor or shield automatically repairs itself, healing 1 HP per day (it may also be repaired normally). Items that have been enchanted with this spell never need maintenance, don t rust, remain sharp without being sharpened, etc. and receive a bonus to their HT equal to their bonus to DR. This spell is usually only cast on metal or stone items. Cost: See the table below. DR Bonus HT Bonus Cost , , ,000 Prerequisites: Enchant and Secret Spell (Dwarvish Reinforcement) PYRAMID MAGAZINE 13 FEBRUARY 2015

6 Statistics: The creature gains Affliction 3 (HT-2; Disadvantage, Berserk (N/A); Only while grappling target); the victim must roll HT-2 every turn to avoid going Berserk with no self-control rating. To break the mind control, the victim must win a Quick Contest of the creature s Will vs. the defender s Will-4, and may attempt such each turn. A critical success causes the creature to leap off and find another victim. Critical failure means that the only way to end the effect is to remove the creature by breaking the head grapple. Appropriate for: Terrible Zombies. Any specialized pouncing creature might qualify for this ability, and it s more appropriate for monsters and constructs than animals. In Other Genres The creatures described here also work with little modification in some kinds of science-fiction post-apocalypse games. Of course, no one calls them Dire whatevers in the nuked wastelands; they call them Mutant whatevers. Stats are unchanged, unless the GM chooses to add radioactive or super-science powers! Nasty Pointy Teeth This creature, after a bite, strike, or grapple of the neck, delivers a hilariously (er, we mean hideously) lethal cutting attack, capable of severing the neck of a strong man. Statistics: On top of its normal biting damage (after adjustment for Terrible), the creature gains an additional +3d cutting. All of its biting damage also gains Armor Divisor (5). Damage is amplified as usual by Brawling or Karate damage bonuses. In addition, the bite counts as a weapon for purposes of being injured on a parry. Commonly combined with Slayer Training (Bite/Neck). Appropriate for: Terrible Bunnies, Terrible Koala, Terrible Dire Shrubbery. Not Cleaning That Up The creature, in combat, will suddenly release... something... all over the place. It is nasty, slick, odoriferous and probably a sickly blend of all sorts of colors that shouldn t go together. The creature is, of course, immune to these effects, for maximum unfairness. Statistics: The area affected is a two yard radius, or a radius in yards equal to the twice creature s Size Modifier (SM) + 1, whichever is bigger. For example, a SM+2 creature would affect a radius of 6 yards! Treat the ground as Bad Footing, per GURPS Dungeon Fantasy 16: Wilderness Adventures, p. 38 (movement costs are +1 per yard, DX and attack rolls are at -2, defenses are at -1, etc.) Crampons or other spiky footwear will negate this effect. Additionally, the vapor released from the mess can cause victims to become Nauseated (see p. B428). Rolls to resist are made at HT-4. Casting Purify Air will give a brief respite (1d seconds), but the only way to truly avoid the effects is to remove the source of the vapor. Air spells can be used to direct the cloud elsewhere. Appropriate for: Terrible Elephants, Terrible My Little Equines, Terrible Yip Dogs. Now You See Me... The creature is incredibly hard to perceive. When not moving, a monster with Now You See Me is nearly impossible to detect. It uses this ability to wait until likely prey is in range, and then relies on its stealth to execute a backstabbing attack (see Dungeons, pp ). A creature with this ability will often have Super Jump as a movement mode. It will remain invisible and still, until it can attack from total surprise. This is usually a Move and Attack (often with Heroic Charge, from p. 131 of GURPS Martial Arts), first attacking and then jumping away (and becoming motionless if it was unseen). Statistics: Grants Invisibility and Stealth-20 (which includes +9 for being invisible) when not moving. In order to qualify for Invisibility, the monster must start and end the turn without moving; otherwise, noticing or attacking the creature is at -4. Appropriate for: Terrible Bugbear, Terrible Ciuaclá, Terrible Demon, Terrible Undead. Pretty much any critter with IQ 8 or higher would make a nasty stalking threat. Ridiculously Lethal No matter what the creature s default attack mode is, it gets worse. A lot worse. For bite attacks, Nasty Pointy Teeth (above) is a more appropriate choice. Statistics: Increase the damage of a chosen attack mode by +3d (or double it, if that s worse). Particularly malicious specimens would also add Armor Divisor (2), because you need to get through to the creamy center of those DR 14 knights. Appropriate for: Any. All. Go ahead and combine this with any other Terrible ability as well, just to make things more challenging. DIRE AND TERRIBLE CREATURES This starter list describes some sample creatures that are Dire and some that are Terrible. Dire Hart (With a Vengeance) To all appearances, this is a normal mature male deer. Although a primary target for hunters, the Dire Hart does not exhibit normal prey behavior. If it succeeds in a Per roll against a stalking hunter and it is fully capable of discriminating between hunters and travelers it will attack instantly and with great ferocity. It will try to gore with horns and strike with hooves. The Dire Hart will leverage slams and unarmed Sweeps to knock down his foe and ram its horns into the fallen target, gaining the double-damage bonus for striking a hard target! PYRAMID MAGAZINE 30 FEBRUARY 2015

7 Steve Jackson Games is committed to full support of GURPS players. Our address is SJ Games, P.O. Box 18957, Austin, TX Please include a self-addressed, stamped envelope (SASE) any time you write us! We can also be reached by info@sjgames.com. Resources include: New supplements and adventures. GURPS continues to grow see what s new at gurps.sjgames.com. Warehouse 23. Our online store offers GURPS adventures, play aids, and support in PDF form... digital copies of our books, plus exclusive material available only on Warehouse 23! Just head over to warehouse23.com. Internet. Visit us on the World Wide Web at sjgames.com for errata, updates, Q&A, and much more. ABOUT GURPS To discuss GURPS with our staff and your fellow gamers, visit our forums at forums.sjgames.com. The Pyramid web page is pyramid.sjgames.com. Bibliographies. Many of our books have extensive bibliographies, and we re putting them online with links to let you buy the resources that interest you! Go to each book s web page and look for the Bibliography link. Errata. Everyone makes mistakes, including us but we do our best to fix our errors. Up-to-date errata pages for all GURPS releases, including this book, are available on our website see above. Rules and statistics in this book are specifically for the GURPS Basic Set, Fourth Edition. Page references that begin with B refer to that book, not this one. STUCK FOR AN ADVENTURE? NO PROBLEM. Warehouse 23 sells high-quality game adventures and supplements in print and PDF formats. Free downloadable adventures for GURPS, In Nomine, and Traveller! Fun gaming accessories shot glasses, shirts, specialty six-siders, and more! PDFs from Atlas Games, Amarillo Design Bureau, Pelgrane Press, Goodman Games, and many others plus gems from the up-and-comers. Original material for Transhuman Space and new GURPS supplements from Kenneth Hite, Phil Masters, David Pulver, Sean Punch, and William Stoddard! Fully searchable files of GURPS Fourth Edition supplements. Digital editions of out-of-print classics, from Orcslayer and the complete run of ADQ to GURPS China and GURPS Ice Age. Buy board games and roleplaying PDFs in the same order! Download digital purchases again whenever you need to. STEVE JACKSON GAMES warehouse23.com PYRAMID MAGAZINE 37 FEBRUARY 2015

Written by SCOTT MAYKRANTZ and JASON LEVINE Edited by NIKOLA VRTIS Illustrated by SCOTT MAYKRANTZ. An e23 Sourcebook for GURPS STEVE JACKSON GAMES

Written by SCOTT MAYKRANTZ and JASON LEVINE Edited by NIKOLA VRTIS Illustrated by SCOTT MAYKRANTZ. An e23 Sourcebook for GURPS STEVE JACKSON GAMES Written by SCOTT MAYKRANTZ and JASON LEVINE Edited by NIKOLA VRTIS Illustrated by SCOTT MAYKRANTZ An e23 Sourcebook for GURPS STEVE JACKSON GAMES Stock #37-1560 Version 1.0 May 18, 2007 INTRODUCTION..............

More information

TEVE JACKSON GAMES A DIRECT HIT! THE BLUE CAR SKIDDED AS THE DRIVER HE TRIGGERED THE ROCKET-LAUNCHER AGAIN. THAT WOULD TEACH HIM NOT TO TAILGATE!

TEVE JACKSON GAMES A DIRECT HIT! THE BLUE CAR SKIDDED AS THE DRIVER HE TRIGGERED THE ROCKET-LAUNCHER AGAIN. THAT WOULD TEACH HIM NOT TO TAILGATE! HE TRIGGERED THE ROCKET-LAUNCHER AGAIN. A DIRECT HIT! THE BLUE CAR SKIDDED AS THE DRIVER LOST CONTROL THEN FLIPPED AND CAUGHT FIRE. THAT WOULD TEACH HIM NOT TO TAILGATE! Car Wars is a game of combat on

More information

Article Colors Each article is color-coded to help you find your favorite sections. INTERIOR ART Greg Hyland. COVER ART Keith Parkinson

Article Colors Each article is color-coded to help you find your favorite sections. INTERIOR ART Greg Hyland. COVER ART Keith Parkinson Stock #37-2644 CONTENTS COVER ART Keith Parkinson INTERIOR ART Greg Hyland FROM THE EDITOR.................. 3 THE LAST GASP..................... 4 by Douglas H. Cole FROM SKILLS TO ADVANTAGES.........

More information

CONTENTS I N THIS ISSUE. ARTICLE COLORS Each article is color-coded to help you find your favorite sections.

CONTENTS I N THIS ISSUE. ARTICLE COLORS Each article is color-coded to help you find your favorite sections. Stock #37-2684 CONTENTS FROM THE EDITOR...3 THE LONG AND THE SHORT OF IT....4 by Sean Punch EIDETIC MEMORY: THE DISAPPEARANCE OF FATHER COHEN...15 by David L. Pulver HEROES ON THE MASS SCALE....23 by Christopher

More information

WEAPON TABLES. Written by SHAWN FISHER, MICHAEL HURST, and HANS-CHRISTIAN VORTISCH Edited by SEAN PUNCH Illustrated by BOB STEVLIC and IGOR FIORENTINI

WEAPON TABLES. Written by SHAWN FISHER, MICHAEL HURST, and HANS-CHRISTIAN VORTISCH Edited by SEAN PUNCH Illustrated by BOB STEVLIC and IGOR FIORENTINI WEAPON TABLES Written by SHAWN FISHER, MICHAEL HURST, and HANS-CHRISTIAN VORTISCH Edited by SEAN PUNCH Illustrated by BOB STEVLIC and IGOR FIORENTINI An e23 Sourcebook for GURPS STEVE JACKSON GAMES Stock

More information

Color Key Each article is color-coded to help you find your favorite sections. FROM THE EDITOR... 3 RACES AS PROFESSIONS...

Color Key Each article is color-coded to help you find your favorite sections. FROM THE EDITOR... 3 RACES AS PROFESSIONS... Stock #37-2650 CONTENTS IN THIS FROM THE EDITOR.................. 3 RACES AS PROFESSIONS............... 4 by Sean Punch DARK SUMMONINGS.................. 9 by W.A. Frick SAINTLY POWER-UPS................

More information

POWER-UPS. IMPULSE Written by SEAN PUNCH Illustrated by ZACH HOWARD, LAURA K. JENNINGS, and JOYCE MAUREIRA. An e23 Sourcebook for GURPS

POWER-UPS. IMPULSE Written by SEAN PUNCH Illustrated by ZACH HOWARD, LAURA K. JENNINGS, and JOYCE MAUREIRA. An e23 Sourcebook for GURPS POWER-UPS BUYS5TM IMPULSE Written by SEAN PUNCH Illustrated by ZACH HOWARD, LAURA K. JENNINGS, and JOYCE MAUREIRA An e23 Sourcebook for GURPS STEVE JACKSON GAMES Stock #37-0143 Version 1.0 June 2012 CONTENTS

More information

Article Colors Each article is color-coded to help you find your favorite sections. It s a trick. Get an axe. Ash Williams, in Army of Darkness

Article Colors Each article is color-coded to help you find your favorite sections. It s a trick. Get an axe. Ash Williams, in Army of Darkness Stock #37-2660 It s a trick. Get an axe. Ash Williams, in Army of Darkness CONTENTS FROM THE EDITOR.................. 3 WIZARDRY REFINED................. 4 by Sean Punch EIDETIC MEMORY: HIGH-TECH DUNGEON

More information

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices.

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices. Errata, Clarifications, and FAQ Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices. Chapter 1: Wizards and Warbands Shooting Stat The

More information

Article Colors Each article is color-coded to help you find your favorite sections. FROM THE EDITOR... 3 A LITTLE BIT PSYCHIC...

Article Colors Each article is color-coded to help you find your favorite sections. FROM THE EDITOR... 3 A LITTLE BIT PSYCHIC... Stock #37-2669 CONTENTS FROM THE EDITOR.................. 3 A LITTLE BIT PSYCHIC............... 4 by Sean Punch MIND AND BODY................... 13 by Christopher R. Rice EIDETIC MEMORY: THE OVERMIND INSTITUTE.........

More information

I N THIS ISSUE CONTENTS. ARTICLE COLORS Each article is color-coded to help you find your favorite sections.

I N THIS ISSUE CONTENTS. ARTICLE COLORS Each article is color-coded to help you find your favorite sections. Stock #37-2687 CONTENTS FROM THE EDITOR...3 THE BROKEN BLADE...4 by Douglas H. Cole PURVEYORS OF THE PRICELESS...9 by Christopher R. Rice EIDETIC MEMORY: MEDIEVAL SEA TRADE...15 by David L. Pulver KNOWLEDGE

More information

Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less. Holy Knight The compassion to pursue good, the will to uphold law, and the power to defeat evil these are the three weapons of the holy knight. Few have the purity and devotion that it takes to walk the

More information

I N THIS ISSUE CONTENTS. ARTICLE COLORS Each article is color-coded to help you find your favorite sections.

I N THIS ISSUE CONTENTS. ARTICLE COLORS Each article is color-coded to help you find your favorite sections. Stock #37-2682 CONTENTS FROM THE EDITOR...3 DUNGEON BREWMASTERS....4 by Jason PK Levine THE SORCERER....9 by Antoni Ten Monrós EIDETIC MEMORY: EIGHT ARTIFACTS....14 by David L. Pulver THE HUNTER S RELIQUARY...19

More information

Article Colors Each article is color-coded to help you find your favorite sections. FROM THE EDITOR... 3 DESTINATION: ABYDOS... 4 by David L.

Article Colors Each article is color-coded to help you find your favorite sections. FROM THE EDITOR... 3 DESTINATION: ABYDOS... 4 by David L. Stock #37-2670 CONTENTS IN THIS ISSUE FROM THE EDITOR.................. 3 DESTINATION: ABYDOS................ 4 by David L. Pulver TEN FOR TEN..................... 14 by Sean Punch GAMING IN THE ANCIEN

More information

HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com

HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com This game is playable by 1-4 people. There are a total of four characters, divided evenly between

More information

CONTENTS IN THIS ISSUE. Article Colors. COVER ART Bob Stevlic. INTERIOR ART Greg Hyland Matt Riggsby. FROM THE EDITOR... 3 featuring Murphy s Rules

CONTENTS IN THIS ISSUE. Article Colors. COVER ART Bob Stevlic. INTERIOR ART Greg Hyland Matt Riggsby. FROM THE EDITOR... 3 featuring Murphy s Rules Stock #3-31 CONTENTS COVER ART Bob Stevlic INTERIOR ART Greg Hyland Matt Riggsby FROM THE EDITOR.................. 3 featuring Murphy s Rules LAST STAND ON MASON DRIVE.......... 4 by Matt Riggsby BLUEPRINT

More information

Written by SCOTT MAYKRANTZ and JASON PK LEVINE Edited by NIKOLA VRTIS Illustrated by DAN SMITH

Written by SCOTT MAYKRANTZ and JASON PK LEVINE Edited by NIKOLA VRTIS Illustrated by DAN SMITH TM Written by SCOTT MAYKRANTZ and JASON PK LEVINE Edited by NIKOLA VRTIS Illustrated by DAN SMITH AN E23 SOURCEBOOK FOR GURPS STEVE JACKSON GAMES Stock #37-1564 Version 1.0 October 2008 INTRODUCTION.....................

More information

The Paths to Valhalla. aths to. alhalla. Zephyr Table Games RPG. By Scott Nelson

The Paths to Valhalla. aths to. alhalla. Zephyr Table Games RPG. By Scott Nelson P V alhalla Sa m ple file aths to Zephyr Table Games RPG By Scott Nelson 1 2 Sa m ple file Picture 1 An Advanced Superhero 2044 system By Scott Nelson Copyright 2013 Contributors Contributors: Jeff Barnes,

More information

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points Primo Victoria A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points The Rules Creating Armies The first step that all players involved in the battle

More information

. PLACES OF INTEREST.

. PLACES OF INTEREST. . PLACES OF INTEREST. S ome places in the region have been deserted since the zombies came. Nobody goes there, ever. Most of the time, these places draw too much attention from the necromancers or have

More information

Swords Against Owlbears Print Book Errata - 17 June 2017

Swords Against Owlbears Print Book Errata - 17 June 2017 Swords Against Owlbears Print Book Errata - 17 June 2017 Revised Monster Mutant Boar Piggy shouldn t be! Piggy shouldn t be! Large 7th level wrecker [BEAST] Initiative: +10 Smash and Gore +12 vs. AC (two

More information

The Triquetra. By: MACE

The Triquetra. By: MACE The Triquetra By: MACE An important artifact has been stolen from a secret monastery. It is Redrick's Chalice. As legend has it, this is the cup that King Redrick mixed medicine in for his dying son. His

More information

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012 The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012 Created May 1st, 2012 Final Version - May 1st, 2012 The Arena is an Alternative Ending where the Emperor

More information

Another boardgame player aid by

Another boardgame player aid by Another boardgame player aid by Download a huge range of popular boardgame rules summaries, reference sheets and player aids at www.headlesshollow.com Universal Head Design That Works www.universalhead.com

More information

Article Colors Each article is color-coded to help you find your favorite sections. FROM THE EDITOR... 3 THE FAST REACH...

Article Colors Each article is color-coded to help you find your favorite sections. FROM THE EDITOR... 3 THE FAST REACH... Stock #37-2649 CONTENTS FROM THE EDITOR.................. 3 THE FAST REACH................... 4 by Matt Riggsby MAP OF THE FAST REACH............. 9 PRINTABLE MAP OF THE FAST REACH.... 10 A SONG OF MANY

More information

1 1 NA NA NA NA NA NA NA NA NA NA NA NA 4. Hunter NA 5 NA NA 5 NA NA 6 NA 8 7

1 1 NA NA NA NA NA NA NA NA NA NA NA NA 4. Hunter NA 5 NA NA 5 NA NA 6 NA 8 7 At 6 th level, each chooses to specialize in one of the following fields: Battle, Healer, or Monster Hunter; once chosen, this specialization may never be changed. Damage Level Melee Damage Marginal Archery

More information

THE RULES 1 Copyright Summon Entertainment 2016

THE RULES 1 Copyright Summon Entertainment 2016 THE RULES 1 Table of Contents Section 1 - GAME OVERVIEW... 3 Section 2 - GAME COMPONENTS... 4 THE GAME BOARD... 5 GAME COUNTERS... 6 THE DICE... 6 The Hero Dice:... 6 The Monster Dice:... 7 The Encounter

More information

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3 Table of Contents TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3 GAME OVERVIEW 3 Exception Based Game 3 WINNING AND LOSING 3 TAKING TURNS 3-5 Initiative 3 Tiles and Squares 4 Player Turn

More information

Article Colors Each article is color-coded to help you find your favorite sections.

Article Colors Each article is color-coded to help you find your favorite sections. Stock #37-2633 CONTENTS COVER ART Denis Loubet INTERIOR ART Greg Hyland FROM THE EDITOR.................. 3 THE DEADLY SPRING................. 4 by Douglas H. Cole AT PLAY IN THE FIELDS.............. 16

More information

GURPS Low-Tech By Peter Dell'Orto, William H. Stoddard

GURPS Low-Tech By Peter Dell'Orto, William H. Stoddard GURPS Low-Tech By Peter Dell'Orto, William H. Stoddard If looking for the book GURPS Low-Tech by Steve Jackson Games in pdf format, then you have come on to the right site. We present utter variant of

More information

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A.

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A. 2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A. by Hasbro, Inc., Pawtucket, RI 02862. Distributed in

More information

DUNGEON THE ADVENTURE OF THE RINGS

DUNGEON THE ADVENTURE OF THE RINGS DUNGEON THE ADVENTURE OF THE RINGS CONTENTS 1 Game board, 1 Sticker Pad, 8 Character Standees, 6 Plastic Towers, 110 Cards (6 rings, 6 special weapons, 6 dragons, 48 treasures, 50 monsters) 2 Dice. OBJECTIVE

More information

The Power Gamer s 3.5. Credits

The Power Gamer s 3.5. Credits The Power Gamer s 3.5 WARRIOR Strategy Guide The 100% Official Guide to Kicking Monster Butt and Winning the Game! Credits Concept: Joseph Goodman Developers: Josh Sawyer and Robert Schwalb Graphic Design:

More information

Shaun Austin Jim Hartman

Shaun Austin Jim Hartman RULEBOOK Shaun Austin Jim Hartman V 1.3.1 Copyright 2005 Shaun Austin & Jim Hartman Lost Treasures Introduction Lost Treasures is a simple two player game where each player must hire a party of adventurers

More information

Tonight you sit quietly in a dark corner of the Inn s large common room, with a cup of ale and a piece of hard, brown bread in front of you.

Tonight you sit quietly in a dark corner of the Inn s large common room, with a cup of ale and a piece of hard, brown bread in front of you. For 2-5 players ages 4+, including at least one adult Average game time: 30-40 minutes for one map level Heroes & Treasure is a fantasy role-playing game system that can be used with a number of different

More information

1. INTRODUCTION TWERPS

1. INTRODUCTION TWERPS . INTRODUCTION Welcome to TWERPS, The World's Easiest Role-Playing System. To play, you'll need a Gamemaster (GM), at least one Player, some paper and pencils, and some 0-sided dice (d0). Now start playing..

More information

WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS

WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS ple m Sa file ple m Sa file file ple m Sa WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS TABLE OF CONTENTS 1.0 INTRODUCTION 1 2.0 NEEDED TO

More information

GETTING STARTED. STAR WARS D6: New Player Starting Guide. Become Your Character. Use Your Imagination. Keep Things Moving. Combat As Last Resort

GETTING STARTED. STAR WARS D6: New Player Starting Guide. Become Your Character. Use Your Imagination. Keep Things Moving. Combat As Last Resort If you re new to the Star Wars Roleplaying Game, this section will get you ready to play in a couple of minutes. You ll be playing a character a person who lives in the Star Wars universe. While playing,

More information

Even the tiniest of actions can change the future. Casey Newton, in Tomorrowland

Even the tiniest of actions can change the future. Casey Newton, in Tomorrowland Stock #37-2685 CONTENTS FROM THE EDITOR...3 TRAINING FOR THE TECH...4 by Phil Masters REMIXING THE ROCKER...10 by Jon Black EIDETIC MEMORY: CUTTING-EDGE ARMOR DESIGN...17 by David L. Pulver FREE FALLING...25

More information

This work is copyright 2012 by Silver Gryphon Games. All rights reserved. Æther and Ingenium are trademarks of Silver Gryphon Games.

This work is copyright 2012 by Silver Gryphon Games. All rights reserved. Æther and Ingenium are trademarks of Silver Gryphon Games. Credits SGG 9004 Writing: Kevin Rohan Editing: David Baymiller Cover Artwork: Brian Brinlee, Ben Overmyer Interior Artwork: Kevin Rohan and Ben Overmyer Layout: Ben Overmyer Inspiration: Denton Wunder

More information

DUNGEON CRAWLER LABYRINTH

DUNGEON CRAWLER LABYRINTH Gifted Vision inc 2015 Welcome to Dungeon Crawler Labyrinth! Deep in the crust of Ara lies twisting tunnels that only the denizens of the deep know, and there lie the untold treasures of all of the would-be

More information

Overlord. Phoenix. Poisoned Blade. Poison Bolt. Poison Cloud. Poison Spit. Poison Spit All Red Hot Reflect All Rupture. Search Party.

Overlord. Phoenix. Poisoned Blade. Poison Bolt. Poison Cloud. Poison Spit. Poison Spit All Red Hot Reflect All Rupture. Search Party. It is recommended you use the Quick Reference Booklet to lookup Map tiles, Creature abilities, Quests and Tokens as you encounter them on your adventure You will only encounter a small selection of the

More information

PROFILE. Jonathan Sherer 9/30/15 1

PROFILE. Jonathan Sherer 9/30/15 1 Jonathan Sherer 9/30/15 1 PROFILE Each model in the game is represented by a profile. The profile is essentially a breakdown of the model s abilities and defines how the model functions in the game. The

More information

Fully compatible with all the other Arcanum expansion, you will find this just adds more fun and options to the already fun mix.

Fully compatible with all the other Arcanum expansion, you will find this just adds more fun and options to the already fun mix. Arcanum Heroes is the newest expansion for the Arcanum game system. Six new heroes wait for you to play, the vile Dark Mage, the Orc, the Seer and the Halfling are but a few of the new characters you can

More information

DRACONIANS IN PATHFINDER

DRACONIANS IN PATHFINDER DRACONIANS IN PATHFINDER DRACONIAN TRAITS Disease Immunity (Ex) All draconians possess immunity to disease. Dragon Sight All draconians possess darkvision 120 ft., low-light vision, blindsense 60 ft.,

More information

Goblin Warrior. Core: Health: 10 Armor: 2 (Scrap Armor) Movement: 5 square (25 ) Attacks: Goblin Sword: Melee, 1d6+1 OR Goblin Bow: 30, 1d6+1

Goblin Warrior. Core: Health: 10 Armor: 2 (Scrap Armor) Movement: 5 square (25 ) Attacks: Goblin Sword: Melee, 1d6+1 OR Goblin Bow: 30, 1d6+1 Goblin Warrior Health: 10 Armor: 2 (Scrap Armor) Movement: 5 square (25 ) Goblin Sword: Melee, 1d6+1 Goblin Bow: 30, 1d6+1 Strength: +1 Agility: +1 Intelligence: -1 Charisma: -1 Swarm If two or more goblins

More information

The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne.

The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne. The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne. NOTE: Class requires player to use a standard 52 deck-of-cards, (+2 Optional Jokers). Recommended Abilities: CHA (Spell-casting modifier),

More information

Dungeon Crawl Classics AMP House Rules - Downtime Activities DOWNTIME ACTIVITIES

Dungeon Crawl Classics AMP House Rules - Downtime Activities   DOWNTIME ACTIVITIES Dungeon Crawl Classics AMP House Rules - Downtime Activities https://knightsinthenorth.blog/ DOWNTIME ACTIVITIES This is a list of downtime activities for Dungeon Crawl Classics; a tool for Judges to better

More information

Illustration by Mark Zug

Illustration by Mark Zug ementia invokers are trained by the Cabal to reach into the deepest depths of their psyche and unleash horrific monsters based on their own innermost fears and darkest imagination. These magicians travel

More information

Becoming a Barbarian warrior rogue Berserk Rage MUST

Becoming a Barbarian warrior rogue Berserk Rage MUST Dark magic sprang from the hands of the cultist leader. His eyes widened in shock as the power seemed to be ripped apart by the talons of a spectral eagle above the barbarian. Time s up she laughed as

More information

WARRIOR HEROES -LEGENDS TABLE OF CONTENTS GAME BASICS 4 MALE OR FEMALE 8 REPUTATION 8 INTRODUCTION 1 CLASS 8 NEEDED TO PLAY 2 SKILLS 9 ATTRIBUTES 11

WARRIOR HEROES -LEGENDS TABLE OF CONTENTS GAME BASICS 4 MALE OR FEMALE 8 REPUTATION 8 INTRODUCTION 1 CLASS 8 NEEDED TO PLAY 2 SKILLS 9 ATTRIBUTES 11 TABLE OF CONTENTS INTRODUCTION 1 Traditional Turn Sequence 1 IGO UGO 1 THW Reaction System 1 NEEDED TO PLAY 2 Dice 2 Passing Dice 2 Counting Successes 2 Possibilities 2 Reading &Adding the Dice 3 1/2D6

More information

Rules. Game Overview. Introduction. Rules Objective. Audience & Number of Players. Play Time. Object of the Game. Page 1.

Rules. Game Overview. Introduction. Rules Objective. Audience & Number of Players. Play Time. Object of the Game. Page 1. Rules Version 2 Game Overview Introduction Heroes of Karth: Deathmatch is a fantasy deck-building card game with lore based on the Heroes of Karth book series. When you play a match it feels like you become

More information

SorCerer Card deck SPeLLS CLaSS features * talents

SorCerer Card deck SPeLLS CLaSS features * talents SorCerer Card deck SPeLLS CLaSS features talents Customizable Character Class Deck compatible with 13th Age, and The Archmage Engine Sorcerer Card deck Design by Kazekami kazekami303@gmail.com Version

More information

Introduction. Contents

Introduction. Contents Introduction Side Quest Pocket Adventures is a dungeon crawling card game for 1-4 players. The brave Heroes (you guys) will delve into the dark depths of a random dungeon filled to the brim with grisly

More information

By Night Studios: Basic Combat System Overview

By Night Studios: Basic Combat System Overview By Night Studios: Basic Combat System Overview System Basics: An evolution from the previous rules, there are many aspects of By Nights Studio s system that are at once familiar, and also at the same time

More information

The Green Dragon Adventure Player s Guide is for the use of a play by post game hosted at

The Green Dragon Adventure Player s Guide is for the use of a play by post game hosted at This book is a work of fiction. Names, characters, places, and incidents are the product of the authors' imagination or are used fictitiously. Any resemblance to actual events, locales, or persons, living

More information

Social EngineeringTM

Social EngineeringTM Social EngineeringTM PULLING RANKTM Written by SEAN PUNCH Illustrated by ZACH HOWARD, GLENN KRISTOFFERSEN, and DAN SMITH Additional Material by WILLIAM H. STODDARD GURPS System Design STEVE JACKSON GURPS

More information

Contents. Dragon Rampage

Contents. Dragon Rampage Contents Object of the Game 2 Setting up the Game 2 Game Length 3 Playing the Game 3 I. Heroes Action Phase 3 II. Dungeon Phase 4 III. Rest Phase 6 Ending the Game 6 I. Hero is Slain 6 II. Heroes Escape

More information

CONTENTS I N THIS ISSUE. ARTICLE COLORS Each article is color-coded to help you find your favorite sections.

CONTENTS I N THIS ISSUE. ARTICLE COLORS Each article is color-coded to help you find your favorite sections. Stock #37-2675 CONTENTS FROM THE EDITOR... 3 JUST REWARDS... 4 by Sean Punch A FAMILIAR PATH... 14 by Christopher R. Rice EIDETIC MEMORY: REWARDING COLONEL OMSFORD... 23 by David L. Pulver DRINKABLE, WEARABLE,

More information

In a little known land some time ago, there were heroic adventurers, mighty rulers, fearsome monsters, and powerful magicians. Nobody knows how to

In a little known land some time ago, there were heroic adventurers, mighty rulers, fearsome monsters, and powerful magicians. Nobody knows how to In a little known land some time ago, there were heroic adventurers, mighty rulers, fearsome monsters, and powerful magicians. Nobody knows how to get there any more. But if you read these rules, and play

More information

Article Colors Each article is color-coded to help you find your favorite sections.

Article Colors Each article is color-coded to help you find your favorite sections. Stock #37-2634 CONTENTS FROM THE EDITOR.................. 3 ALTERNATE SPACESHIPS............... 4 by David L. Pulver A NEW TAKE ON GRAPPLING.......... 11 by Ken Clary WHEN WE WERE VERY SMALL........ 19

More information

Race. Human. Dwarf. Racial Bonus +2 to any ability score. Bonus Feat At 1 st level, human PCs start with two feats instead of one.

Race. Human. Dwarf. Racial Bonus +2 to any ability score. Bonus Feat At 1 st level, human PCs start with two feats instead of one. Races The major races included in the 13 th Age Archmage Engine include humans, dwarves, elves, gnomes, half-elves, half-orcs, and halflings. Your character need not be limited to these races, however.

More information

Bard Card deck BattLe CrIeS * SongS * SPeLLS CLaSS features * talents

Bard Card deck BattLe CrIeS * SongS * SPeLLS CLaSS features * talents Bard Card deck BattLe CrIeS SongS SPeLLS CLaSS features talents Customizable Character Class Deck compatible with 13th Age, and The Archmage Engine Bard Card deck Design by Kazekami kazekami303@gmail.com

More information

Sample file 620_ _DSG_Guts.indd 1 7/25/07 9:45:48 AM

Sample file 620_ _DSG_Guts.indd 1 7/25/07 9:45:48 AM 2 WRITTEN BY BILL SLAVICSEK & CHRISTOPHER PERKINS GRAPHICALLY DESIGNED BY TRISH YOCHUM ART DIRECTED BY KARIN POWELL ACKNOWLEDGEMENTS The authors want to acknowledge all of the great D&D game designers

More information

Fantasy and Magic Casting spells Casters level Blocking Spells Continuing spells Summoned Creatures

Fantasy and Magic Casting spells Casters level Blocking Spells Continuing spells Summoned Creatures Fantasy and Magic For those that wish to add powerful magic casters and fantastic units, characters and armies to their Ancients D6 game, the following rules should allow them to do just that. Casting

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Character Sheet Dev Ashish Warlock,99 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium Male 4 lb. Unaligned Race Size Age Gender Height Weight Alignment Deity Adventuring Company

More information

Player: Concept: Nationality: Hair Color: Skin Color: Integrity Performance Presence Resistance Survival. Bureaucracy Linguistics Ride Sail Socialize

Player: Concept: Nationality: Hair Color: Skin Color: Integrity Performance Presence Resistance Survival. Bureaucracy Linguistics Ride Sail Socialize TORMENT _ ATTRIBUTES ABILITIES VIRTUES MOTES WILLPOWER BACKGROUNDS INFERNAL LIMIT TORMENT INFERNAL LIMIT Compassion Conviction Temperance Valor Personal Peripheral Committed ANIMA Overdrive ATTRIBUTES

More information

Written by JASON PK LEVINE Illustrated by GERINALDO COLON, PAUL DALY, NEIL MELVILLE, SHEA RYAN, and DAN SMITH

Written by JASON PK LEVINE Illustrated by GERINALDO COLON, PAUL DALY, NEIL MELVILLE, SHEA RYAN, and DAN SMITH MONSTER HUNTERS3 TM THE ENEMY TM Written by JASON PK LEVINE Illustrated by GERINALDO COLON, PAUL DALY, NEIL MELVILLE, SHEA RYAN, and DAN SMITH An e23 Sourcebook for GURPS STEVE JACKSON GAMES Stock #37-0319

More information

I N THIS ISSUE CONTENTS. ARTICLE COLORS Each article is color-coded to help you find your favorite sections.

I N THIS ISSUE CONTENTS. ARTICLE COLORS Each article is color-coded to help you find your favorite sections. Stock #37-2671 CONTENTS FROM THE EDITOR... 3 REIGN OF STEEL: DEEP SPACE... 4 by David L. Pulver SMUGGLERS BLUES... 13 by Jason Brick STRANGE OBJECTS AT REST... 19 by J. Edward Tremlett VEHICLE IMBUEMENTS...

More information

By Steve Jackson. over the destructive is an all-creative trip composed of both order and disorder.

By Steve Jackson. over the destructive is an all-creative trip composed of both order and disorder. INTR0D UCT ION By Steve Jackson I. I love this book. I found a copy at a friend s house, years and years ago. I had to beg and grovel before he d let me borrow it. He said he d already lost four copies

More information

WIZARD. The Power Gamer s 3.5. Strategy Guide. Credits. The 100% Official Guide to Kicking Monster Butt and Winning the Game _ Mage Style!

WIZARD. The Power Gamer s 3.5. Strategy Guide. Credits. The 100% Official Guide to Kicking Monster Butt and Winning the Game _ Mage Style! The Power Gamer s 3.5 WIZARD Strategy Guide The 100% Official Guide to Kicking Monster Butt and Winning the Game _ Mage Style! Concept Joseph Goodman Credits Cover & Interior Diagrams Andy Hopp Project

More information

CONTENTS I N THIS ISSUE. ARTICLE COLORS Each article is color-coded to help you find your favorite sections.

CONTENTS I N THIS ISSUE. ARTICLE COLORS Each article is color-coded to help you find your favorite sections. Stock #37-2692 CONTENTS FROM THE EDITOR...3 UNLIFE SUPPORT....4 by Sean Punch THE UNKNOWN HUNGER....10 by J. Edward Tremlett THE VIKING DEAD...14 by Graeme Davis EIDETIC MEMORY: BATTLESUIT ZOMBIES...18

More information

Realms of Adventure. A Fantasy Roleplaying Game. By James Patrick Updike

Realms of Adventure. A Fantasy Roleplaying Game. By James Patrick Updike ple m Sa file Realms of Adventure A Fantasy Roleplaying Game Sa m ple file By James Patrick Updike i Realms of Adventure A Fantasy Roleplaying Game by James Patrick Updike Realms of Adventure 2009 James

More information

Prepare the Adventure Begin Play Sample file

Prepare the Adventure Begin Play Sample file 1. 5 6 people, including one person known as the Dungeon Master (that s you!), to lead the story and control the monsters. 2. A print-out of this adventure. 3. Pencils for all the heroes and the dungeon

More information

What do I need to play? How does it work?

What do I need to play? How does it work? Gamba Robo! Chain fists, drill arms and tomahawks made of lightning were a regular feature of the 1970 s giant robot shows. The robots had names like Daitarn, Voltes V and Mazinger Z. They had personality

More information

DWA R F! CLERIC! Cool! Here are some of the things you can do: You gain 1d10 HP at every level!

DWA R F! CLERIC! Cool! Here are some of the things you can do: You gain 1d10 HP at every level! DWA R F! Cool! Here are some of the things you can do: You gain 1d10 HP at every level! You can wield a battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two-handed sword, warhammer,

More information

Make Your Own Game Tutorial VII: Creating Encounters Part 2

Make Your Own Game Tutorial VII: Creating Encounters Part 2 Aspects of Encounter Balance Despite what you might think, Encounter Balance is not all about difficulty. Difficulty is a portion, but there are many moving parts that you want to take into account when

More information

The King s Escort Legend 3: The Days of Resistance Legend 4: Secrets of the Mine

The King s Escort Legend 3: The Days of Resistance Legend 4: Secrets of the Mine This legend takes place after Legend 3: The Days of Resistance and introduces elements from Legend 4: Secrets of the Mine. The people of Andor can finally breathe. Caster Varkur has been expelled and his

More information

Hits & Misses This document is a compilation of all clarifications to the v7.0 rule set that the FRC has received since its release.

Hits & Misses This document is a compilation of all clarifications to the v7.0 rule set that the FRC has received since its release. Hits & Misses This document is a compilation of all clarifications to the v7.0 rule set that the FRC has received since its release. Change Log: Date: Action: Rep. Party 8/28/16 Reformatted and added changelog

More information

The dragons also have breath weapons and their bite is poisonous. (See Player's Handbook)

The dragons also have breath weapons and their bite is poisonous. (See Player's Handbook) A. - Heal Potion B. - Heal Potion C. - When the Heroes search for treasure, ask them if they want to open the tomb. If not, all they find is 300 gold in the chest. If they do open the tomb, they find another

More information

The Stygian Society Rules v2.2

The Stygian Society Rules v2.2 The Stygian Society Rules v2.2 By Kevin Wilson Edits by Kevin Brusky (7/28/18) Introduction The Stygian Society. You do not know them, but for hundreds of years, they have quietly worked to protect you

More information

DUNGEONS & DRAGONS ERICK LEE EDWARDS F I F T H E D I T I O N BASED ON THE WORKS OF

DUNGEONS & DRAGONS ERICK LEE EDWARDS F I F T H E D I T I O N BASED ON THE WORKS OF DUNGEONS & DRAGONS FIFTH EDITION by Erick Lee Edwards DUNGEONS & DRAGONS F I F T H E D I T I O N BY ERICK LEE EDWARDS BASED ON THE WORKS OF E. GARY GYGAX, DAVE ARNESON, MONTE COOK, JONATHAN TWEET, SKIP

More information

Overview 1. Table of Contents 2. Setup 3. Beginner Walkthrough 5. Parts of a Card 7. Playing Cards 8. Card Effects 10. Reclaiming 11.

Overview 1. Table of Contents 2. Setup 3. Beginner Walkthrough 5. Parts of a Card 7. Playing Cards 8. Card Effects 10. Reclaiming 11. Overview As foretold, the living-god Hopesong has passed from the lands of Lyriad after a millennium of reign. His divine spark has fractured, scattering his essence across the land, granting power to

More information

THE MONSTER HUNTER INTERNATIONAL EMPLOYEE HANDBOOK AND ROLEPLAYING GAME BY STEVEN S. LONG, LARRY CORREIA

THE MONSTER HUNTER INTERNATIONAL EMPLOYEE HANDBOOK AND ROLEPLAYING GAME BY STEVEN S. LONG, LARRY CORREIA THE MONSTER HUNTER INTERNATIONAL EMPLOYEE HANDBOOK AND ROLEPLAYING GAME BY STEVEN S. LONG, LARRY CORREIA DOWNLOAD EBOOK : THE MONSTER HUNTER INTERNATIONAL EMPLOYEE LONG, LARRY CORREIA PDF Click link bellow

More information

Q: Some cards do something at the start of your turn. When is that exactly? A: The start of your turn happens immediately before your Draw Phase.

Q: Some cards do something at the start of your turn. When is that exactly? A: The start of your turn happens immediately before your Draw Phase. Summoner Wars Official FAQ Version 1.1 Last Updated 6/22/10 I. General Questions II. Cave Goblins III. Fallen Kingdom IV. Guild Dwarves V. Mercenaries VI. Phoenix Elves VII. Tundra Orcs VIII. Vanguards

More information

DOWNLOAD OR READ : MONSTERS AND HEROES OF THE REALMS A DUNGEONS DRAGONS COLOURING BOOK COLOURING BOOKS PDF EBOOK EPUB MOBI

DOWNLOAD OR READ : MONSTERS AND HEROES OF THE REALMS A DUNGEONS DRAGONS COLOURING BOOK COLOURING BOOKS PDF EBOOK EPUB MOBI DOWNLOAD OR READ : MONSTERS AND HEROES OF THE REALMS A DUNGEONS DRAGONS COLOURING BOOK COLOURING BOOKS PDF EBOOK EPUB MOBI Page 1 Page 2 monsters and heroes of the realms a dungeons dragons colouring book

More information

A Bad Baby Product, All rights reserved, Version 1.0, All comments, suggestions and contacts can be made at

A Bad Baby Product, All rights reserved, Version 1.0, All comments, suggestions and contacts can be made at 1 The Ninja watched as the young Samurai walked into the training arena. This would be the final exam for both of these warriors, and only one would pass the class. With blinding speed, the Samurai drew

More information

Eye Color: Survival MOONSHADOW. Linguistics. Ride Sail. Socialize WILLPOWER ESSENCE ANIMA BANNER. ([Essence x 3] + Willpower)

Eye Color: Survival MOONSHADOW. Linguistics. Ride Sail. Socialize WILLPOWER ESSENCE ANIMA BANNER. ([Essence x 3] + Willpower) Name: ABYSSAL Player: Caste: Circle: Motivation: Concept: Nationality: Hair Color: Eye Color: EXPERIENCE SECOND EDITION Spent Skin Color: Gender: Deathlord: ATTRIBUTES Strength Dexterity Stamina PHYSICAL

More information

welcome to the world of atys! this is the first screen you will load onto after logging.this is the character-generating screen.

welcome to the world of atys! this is the first screen you will load onto after logging.this is the character-generating screen. welcome to the world of atys! this is the first screen you will load onto after logging.this is the character-generating screen. Choose an empty slot. This is where your character will be placed after

More information

Overview A game of Gauntlet of Fools consists of two phases the Boasting phase and the Gauntlet phase.

Overview A game of Gauntlet of Fools consists of two phases the Boasting phase and the Gauntlet phase. Overview A game of Gauntlet of Fools consists of two phases the Boasting phase and the Gauntlet phase. First you will select a Hero from available Class/Weapon pairings in the Boasting phase. Then your

More information

A Bad Baby Product, All rights reserved, version 1.0, All comments, suggestions and contacts can be made at

A Bad Baby Product, All rights reserved, version 1.0, All comments, suggestions and contacts can be made at Arcanum, Call to Adventure is the newest expansion for the Arcanum game system. Take the old map tiles and throw them away, we have new, better tiles for you now. A hex shaped tile replaces the old tile

More information

Table of Contents. Written by Zadmar.

Table of Contents. Written by Zadmar. ~ 1 ~ Table of Contents Introduction 3 New Rules 3 Skill-based trappings 3 New Edges 4 Flexible Power 4 Gestalt Spellcaster 4 Freeform Spellcaster 4 Background Creation 5 Always Active 6 Backlash 6 Free

More information

Advantages of Great Strength (C) 1996 By Rick Smith version 2.0.1

Advantages of Great Strength (C) 1996 By Rick Smith version 2.0.1 Advantages of Great Strength (C) 1996 By Rick Smith version 2.0.1 This article summarizes the great strength advantages and adds a few new ones. I have tried to make these advantages more logical and allow

More information

BASE RULEBOOK - v1.14

BASE RULEBOOK - v1.14 BASE RULEBOOK - v1.14 A Game by James Van Niekerk TABLE OF CONTENTS GAME COMPONENTS 1 Spell & Treasure Decks 1 Map Tiles 1 Creature Cards 2 Minion Decks 2 GAME OVERVIEW 3 Character Sheets 3 Ally Objectives

More information

Athletics - climb, jump, and swim.

Athletics - climb, jump, and swim. mini_screen5ev2.fm Page 1 Monday, March 16, 2015 8:45 AM Strength skills Athletics - climb, jump, and swim. Dexterity skills Acrobatics - balance and tumble Sleight of Hand - pick pockets and manual trickery.

More information

Author, Design, Additional Graphics: Steven Trustrum Cover & Illustrations: Eric Lofgren

Author, Design, Additional Graphics: Steven Trustrum Cover & Illustrations: Eric Lofgren Author, Design, Additional Graphics: Steven Trustrum Cover & Illustrations: Eric Lofgren Additional Writing and Design: A.J. Gibson Original Second Edition Playtesters: A.J. Gibson, Dominique Sumner, Engelous,

More information

In the event that rules differ in the app from those described here, follow the app rules.

In the event that rules differ in the app from those described here, follow the app rules. In the event that rules differ in the app from those described here, follow the app rules. Setup In the app, select the number of players and the quest. Place the starting map tiles as displayed in the

More information

Rulebook Errata. Tables vs. Text Any discrepancy between the text and tables in the rulebooks should refer to the text as the correct ruling.

Rulebook Errata. Tables vs. Text Any discrepancy between the text and tables in the rulebooks should refer to the text as the correct ruling. NERO LARP 9th Edition Errata Ver. 2 Updated April 9, 2018 Authored By Ian Petley, Jerry Boyd and Nick Denny Approved By Joseph Valenti Ver. 1 Authored by Noah Mason Rulebook Errata Tables vs. Text Any

More information

Dungeon Cards. The Catacombs by Jamie Woodhead

Dungeon Cards. The Catacombs by Jamie Woodhead Dungeon Cards The Catacombs by Jamie Woodhead A game of chance and exploration for 2-6 players, ages 12 and up where the turn of a card could bring fortune or failure! Game Overview In this game, players

More information

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring Of Dungeons Deep! Table of Contents (1) Components (2) Setup (3) Goal (4) Game Play (5) The Dungeon (6) Ending & Scoring (1) Components 32 Hero Cards 16 Henchmen Cards 28 Dungeon Cards 7 Six Sided Dice

More information